Tolkien made no difference between Orcs and Goblins, but I grew up with Warhammer. I’ve read some great ideas about goblin biology over the years (the Goblins from Goblin Punch: manic, masochistic, utterly alien biology.) But while I was thinking about all that, my mind wandered to how goblins, orcs, whatever, all fit in my understanding of threat in a dungeon system. IE: How likely am I to go “oh crap” depending on what I’m facing?
“So how do you market your stuff, Joe?”
“Well, I have a Patreon, which is a bit like Kickstarter but works on a monthly basis. And I usually post my stuff on Google Plus.”
“Google Plus? That’s still going?”
“I know, right? Anyway yeah for some reason it’s where all the RPG people go. It’s alright. There’s a bit on Facebook too but I don’t really use that either.”
A lithe, stone creature, 8 feet tall. Reeks of death and precision.
Stats as Lich or Necromancer. Race: Humanoid/Death
Resistant to piercing (Stone skin). AC as plate (18)
8 HD (5e: At least 80hp)
A death wizard who was responsible for some unholy element of the Dwarrowdeln’s construction, probably the pharoah-like entombment of the Architect-king. Obviously they’re still going. Technically, every 130th tile on the Dwarrowdeln functions as their phylactery.
September’s Patreon release is available for free download, right here! It’s got Giants and stuff in it. Enjoy!
“Come try the wine. Yes, the vintage isn’t what it used to be, I’m afraid. Perhaps there’s something you could do about that…”
Download A Humble Vine on Patreon (Free)
Overcoming a good trap might be the cornerstone of an entire session, right? They’re pretty important, and not just in a “here’s a thing that isn’t 1d6 goblins to throw at the party” kinda way.
Tangentially related – I picked up a sick Mimic model from Reaper Bones the other day. So now I’m thinking about good traps, interesting mimics, and ways these can be the cornerstone of a good session’s play.
A horrible symbiote of fungus and tree. All it needs to move and breath is some flesh…
Solitary (1d10 damage 12hp) 3 armour, slow [static], terrifying, large
It starts with a dying tree, crying out in pain. (Trees can feel pain, just not in any way that’s easy to understand. Druids know this, but can’t do much about it save lament the circle of life, and other mutterings. There’s a good reason most druids go mad.)